The Halls of the Vanquished

Started by Anastasia, October 01, 2010, 05:28:30 PM

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Anastasia

For when you've kicked the shit out of something and want to see it's stats. I won't post everything, but here you go when I do.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Qusela, devoted of Shar. Paladin of Tyranny 3/Sorcerer 3.

Size/Type: Medium Humanoid (Human)
Hit Dice: 3d10+9 (32 hp)
Initiative: +5
Speed: 30ft
Armor Class: 17 (+1 dodge, +5 armor, +1 dex)
Base Attack/Grapple: +3/+5
Attack: Teardrop+7 (2d6+3 19-20)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Smite Good 1/day, deadly touch (12 hp), spells.
Special Qualities: Aura of Evil, detect good, divine grace, aura of despair (-2 saves, 10ft radius), divine health.
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 15, Dex 12, Con 16, Int 10, Wis 11, Cha 18 
Skills:   6+ability modifier.
Feats: Eschew Material Components(S1), Improved Initiative(H), Weapon Focus(Greatsword)(1), Dodge(3)
Epic Feats: -
Alignment: Lawful Evil.

Qusela casts spells as a 3rd level sorcerer.

Spell charges: 6/6

0: All. Who cares?
1: Magic Missile, Critical Strike, True Strike.

Gear:

Teardrop: Masterwork greatsword. Has a black stone set in the lower blade, shaped like a pitch black tear.
Masterwork breastplate
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Electric Vermin: Shocker Lizard 2//Rogue 2

Size/Type:  Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +6
Speed: 40 ft, climb 20 ft, swim 20 ft
Armor Class: 16 (+1 size, +2 Dex, +3 natural)
Base Attack/Grapple: +2/-2
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock, electric sneak attack+1d6
Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision, evasion.
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats: Improved Initiative(1)

Racial and innate powers:
Spoiler: ShowHide


Stunning Shock (Su)

Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half). The save DC is Constitution-based.

Lethal Shock (Su)

Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.

Electricity Sense (Ex)

Shocker lizards automatically detect any electrical discharges within 100 feet.

Skills

Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.

Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Rogue powers:
Spoiler: ShowHide


Electric Sneak Attack (Ex)

A shocker lizard rogue applies it's sneak attack damage to it's stunning shock special attack, but not to any other of it's abilities. The stunning shock must still satisfy normal sneak attack conditions to deal electric sneak attack damage.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Earth Elemental 2//Stoneboned 2.

Size/Type: Small Elemental (Earth)
Hit Dice: 2d8+6 (18 hp)
Initiative: -3
Speed: 10ft
Armor Class: 17 (+1 size, -1 dex, +7 natural)
Base Attack/Grapple: +1/+6
Attack: Slam+7 (1d8+7) or Stone Throw-2 (1d6+5)
Full Attack: Slam+7 (1d8+7) or Stone Throw-2 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Earth mastery, push.
Special Qualities: Darkvision 60ft, earthglide, elemental traits, powerful build.
Saves: Fort +6, Ref -3, Will +0
Abilities: Str 21, Dex 4, Con 17 , Int 4, Wis 11, Cha  11
Skills:  5+ability modifier.
Feats: Power Attack(1)
Epic Feats: -
Alignment: Neutral.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

These were recycled from Gweonryn's scenario. This was before the comments about using gestalt animals and the like, I didn't care enough to redo them. That defeats the point of being lazy by recycling anyway!

Wolf 2//Fighter 2.

Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +6
Speed: 50 ft
Armor Class: 15 (+2 Dex, +2 natural, +1 dodge)
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track(B), Weapon Focus (bite)(1), Improved Initiative(F1), Dodge(F2)

Racial and innate powers:
Spoiler: ShowHide


Trip (Ex)

A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The corrupted template put them below animal intelligence and they were already stressed, so berserk insanity wasn't far-fetched. If you wonder why they didn't attack Grithalek, the magic binds on them prevented them from attacking him or the master.

Air Elemental 2//Corrupted 2

Size/Type: Small Elemental (Air)
Hit Dice: 2d8+8 (20 hp)
Initiative: +7
Speed: Fly 100 ft (good)
Armor Class: 20 (+1 size, +2 Dex, +7 natural)
Base Attack/Grapple: +1/–3
Attack: Claw+4 (1d4+2)
Full Attack: 2 claws+4 (1d4+2 and corruption) and bite-1 (1d3+2 and corruption)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 1, immunity to disease and poison, acid resistance 10.
Saves: Fort +4, Ref +5, Will -2
Abilities: Str 14, Dex 15, Con 18, Int 2, Wis 7, Cha 9
Skills: Listen +2, Spot +3
Feats: Improved Initiative(B), Weapon Finesse(B),  Flyby Attack(1)
Alignment: Neutral

Racial and innate powers:
Spoiler: ShowHide


Corruption: DC 15; treat as slimy doom, except that natural and magical healing does not work until it's removed.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This was the composite mentioned in chat. It's a mindless gimmick boss. It's a shame you guys didn't get to fight it, I thought it was a fun one. Ah well, no knocking victory.

Elemental Energy Composite

Size/Type: Large Construct
Hit Dice: 10d10+30 (98 hp)
Initiative: +0
Speed: 10ft, fly 40ft (average)
Armor Class: 10 (-1 size, +1 natural)
Base Attack/Grapple: +7/+11
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Elemental bursts.
Special Qualities: Low-light vision, darkvision 60ft, construct traits.
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con -, Int -, Wis 10, Cha 10   
Skills:  -
Feats: -
Epic Feats: -
Alignment:  Neutral

Racial and innate powers:
Spoiler: ShowHide


Elemental Bursts (Su)

As an uncontrolled ball of elemental might, the Elemental Energy Composite roars with untamed fury. Each round on it's turn it shifts to a different type of elemental effect. If the composite has taken elemental damage in the past round, it shifts to that type.  If it is hit by more than one type, it favors the damage that hit it closest to it's turn. If it has taken no elemental damage in the past round, it shifts to a random effect. The DC for any effect is 15, the save DC is strength based.

Earth:  The ground explodes out with lumps of stone, dealing 1d6 damage to all creatures within 30 ft. This transforms the terrain within 30 feet to difficult terrain. A reflex save halves the damage.

Wind: Buffeting winds assail everything within 100 ft. Treat this as a hurricane force wind, blowing away anything medium or smaller. Anything that hits a solid object takes 1d6 damage. A fortitude save negates being blown away.

Fire: Great buffets of heat enaminate out, setting all ablaze within 100 ft. A reflex save negates being set on fire. Fire negates frozen ground if it is in effect.

Water: A tidal wave 30 feet long and 20 feet tall erupts out from the composite. Any creatures caught in the tidal wave are swept to the end. While this does no damage, it leaves the victim stunned for one round. A reflex save negates being swept along and a fortitude save negates being stunned. Being engulfed in the tidal wave negates being on fire.

Cold: Sub-zero cold freezes everything within a 100ft radius of the composite. This deals 1d4 points of damage and 1 point of dexterity damage. Further, everything is covered in ice, rendering all terrain icy terrain. A fortitude save negates the damage.

Lightning: A single lightning bolt arches out at one target, dealing 3d6 damage and blinding them for one round. A reflex save halves the damage and negates the blinding.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I statted this out on a whim. So why not share it?

Housecat, anarchic creature.

Size/Type: Tiny Magical Beast
Hit Dice: ½ d8 (2 hp)
Initiative: +2
Speed: 30 ft
Armor Class: 14 (+2 size, +2 Dex)
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, darkvision 60ft, resistance to acid, cold, electricity, fire and sonic 5, immunity to polymorph and petrification,
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Weapon Finesse(B), Stealthy(1)

Smite Law (Su)

Once per day, a cat can smite law. This attack deals an extra point of damage to lawful creatures.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

You haven't defeated a Sirine. However, I updated/tweaked the outdated, 3.0 MM2 Sirine to my tastes. It's worth sharing.

Sirine

Size/Type: Medium Fey (Aquatic)
Hit Dice: 4d6 (16 hp)
Initiative: +4
Speed: 30ft, swim 60ft
Armor Class: 18 (+4 dex, +3 deflection, +1 dodge)
Base Attack/Grapple: +2/+2
Attack: Shortsword+6 (1d6) or unarmed touch+6 (1d4 intelligence damage)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Charming song, intelligence damage, spell-like abilities.
Special Qualities: Amphibious, deflection, low-light vision, soothing touch.
Saves: Fort +1, Ref +8, Will +7
Abilities: Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha  17
Skills:  Concentration+7, Handle Animal+10, Heal+10, Hide+11, Knowledge(Nature)+10, Perform(Dance)+18, Perform(Oratory)+18, Perform(Song)+18, Swim+15
Feats: Dodge(1), Weapon Finesse(3)
Epic Feats: -
Alignment: Usually chaotic neutral

Spell-like abilities: 1/day: alter self, fog cloud, improved invisibility. Caster level 4th. The save DCs are charisma based.

Charming Song (Su)

As a standard action, a sirine may sing a beautiful song. Any who hear this song, regardless of distance, must make a DC 15 will save or be afflicted as by a charm person spell. This effect lasts for 12 hours and does not grant a +5 bonus to its saving throw if the sirine has attacked or been hostile to the targets.

Intelligence Damage (Su)

The unarmed touch of a sirene deals 1d4 points of intelligence damage. This damage increases to 2d4 on a critical hit.

Deflection (Su)

The sirene gains her charisma modifier as a deflection bonus to armor class.

Soothing Touch (Su)

As a standard action, the touch of a sirene can remove any intelligence damage caused by herself or another sirene.

A sirene receives a +8 racial bonus to perform and swim checks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This pair of spinagons are deserters from a Blood War legion. They've managed to survive long enough to make it to one of the many forgotten places of Avernus. Cruel and malicious, they care for little except surviving and growing stronger. They hope to find strength to enslave other spinagons and eventually other devils into serving them.

Spinagon Scouts, fugitives from Bel.

Spinagon 3//Scout 3

Size/Type: Small Outsider(Evil, Lawful, Devil)
Hit Dice: 3d8+6 (23 hp)
Initiative: +8
Speed: 30ft, fly 120ft (average)
Armor Class: 24 (+1 size, +7 dex, +6 natural)
Base Attack/Grapple: +3/-1
Attack: Talon+4 (1d3 plus 1d4 fire) or Spines+11 (1d3 plus 1d4 fire plus pain)
Full Attack: Talon+4 (1d3 plus 1d4 fire) or Spines+11 (1d3 plus 1d4 fire plus pain)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish(1d6, +1 AC), spell-like abilities, spines, summon devils.
Special Qualities: Damage reduction 5/magic, immunity to fire and poison, resistance to acid and cold 10, telepathy 100ft, spell resistance 12, trapfinding, battle fortitude+1, uncanny dodge, trackless step.
Saves: Fort +6, Ref +10, Will +4
Abilities: Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha  13
Skills:  6+ability modifier.
Feats: Point Blank Shot(1), Precise Shot(3)
Epic Feats: -
Alignment: Lawful Evil.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Avernus is a dumpyard for portals and the summoned remnants of trillions of Blood War battles. Those that survive the wasting heat, the all pervading evil and the fireballs from the sky adapt, shaped by the hellish terrain. I forgot they had a secondary bite attack on full attacks, but this is no big deal. They're iconic for rusting, not biting. I also forgot they had spell resistance 10, though this is so low as to be negligible.

Mechanically I swapped out the SLAs of the half fire elemental template for burn.


Rust Nightmare

Rust Monster 5//Fiendish 2/Half Fire Elemental 3

Size/Type: Medium Outsider(Fire)
Hit Dice: 5d8+5 (31 hp)
Initiative: +5
Speed: 40ft
Armor Class: 21 (+5 dex, +6 natural)
Base Attack/Grapple: +3/+3
Attack: Antennae touch +8 melee (rust plus 1d6 fire)
Full Attack: Antennae touch +8 melee (rust plus 1d6 fire) and bite +3 melee (1d3 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Rust, smite good, burn.
Special Qualities: Darkvision 60ft, scent, damage reduction 5/magic, spell resistance 10, resistance to cold 5, immunity to fire and disease, vulnerability to cold.
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 10, Dex 21, Con 13, Int 5, Wis 13, Cha 10
Skills:  8+ability modifier.
Feats: Weapon Finesse(1), Ability Focus(Rust)(3)
Epic Feats: -
Alignment: Lawful Evil

Rust (Ex)

DC 19, see SRD entry.

Burn (Ex)

DC 17, 1d6 damage and set on fire for 4 rounds.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Kyton Mercenary

Kyton 8//Fighter 5/Warrior of Darkness 3

Fazabel is a mercenary in the employ of the Archdevil Haagenti. Warrior of Darkness is from the BoVD. I wanted him to have a PrC, was originally aiming for Mortal Hunter. Turns out Mortal Hunter is a terrible fit for an 8 HD kyton, so I defaulted back to Warrior of Darkness.

Size/Type: Medium Outsider (Evil, Devil, Lawful)
Hit Dice: 8d8+16+8 (58 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 20 (+2 Dex, +8 natural)
Base Attack/Grapple: +8/+10
Attack: Chain +12 melee (2d4+3)
Full Attack: 4 chains +12 melee (2d4+3)
Space/Reach: 5 ft./5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, resistance to fire 10, regeneration 2, spell resistance 18
Saves: Fort +9, Ref +8, Will +9
Abilities: Str 15, Dex 15, Con 15, Int 8, Wis 10, Cha 12
Skills:
Feats: Alertness(1), Toughness(F1), Improved Initiative(F2), Iron Will(3), Weapon Focus(Chains)(F4), Weapon Specialization(Chains)(6), Blind-Fight(WoD1), Power Attack(WoD3)

Dancing Chains (Su)

A chain devil's most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the chain devil's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. The save DC is Charisma-based.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su)

Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex)

Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6×10 minutes. Holding the severed member against the stump enables it to reattach instantly.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Hell Hound Marauders.

Hell Hound 4//Half Green Dragon 3/Fighter 1

The unwanted spawn of a Green Dragon and a greater Hell Hound, these Hounds have been left to wander the outskirts of Avernus as exiles. These feral hounds hunt with little care for anything else as they mature, yet they show flashes of draconic insight. This makes them surprising, deadly foes, as many a nupperibo and stray lemure have found.

Size/Type: Medium Outsider (Evil, Lawful, Fire)
Hit Dice: 4d10+8 (33 hp)
Initiative: +5
Speed: 40ft,
Armor Class: 20 (+1 dex, +9 natural)
Base Attack/Grapple: +4/+9
Attack: Bite+10 (1d8+5 plus 1d6 fire)
Full Attack: Bite+10 (1d8+5 plus 1d6 fire) and two claws+5 (1d4+2 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, fiery bite.
Special Qualities: Darkvision 60ft, low-light vision, immunity to fire, acid, sleep and paralysis, scent, vulnerability to cold.
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 21, Dex 13, Con 15, Int 8, Wis 10, Cha 8
Skills:  7+ability modifier.
Feats: Track(B), Improved Initiative(1), Clinging Breath(3), Weapon Focus(Bite)(F1)
Epic Feats: -
Alignment: Lawful Evil.

Breath Weapon (Su)

10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.

Or

30ft cone of corrosive acid, once per day, damage 6d8 acid, Reflex DC 13 half. The save DC is Constitution-based.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Stalker of Avernus

Fear those fearsome enough to make Avernus their hunting grounds.

I allow fighter gestalt NPCs to take toughness more than once if they choose to. This lets me elevate HP when needed and can eat up excess feats. It originally had weapon specialization as it's fighter 6 feat; this would have killed Andrea and put Sylvie on the brink of death. I decided it had enough offense, a bit more durability was preferable. Also, I ignored improved grab - I didn't want to bring grapple into the fight, which is at counter purposes with it's charging pain build. It wouldn't have mattered much, I think.


Dire Lion 8//Fiendish 2/Fighter 6

Size/Type: Large Magical Beast
Hit Dice: 8d8+24+16 (80 hp)
Initiative: +6
Speed: 40 ft
Armor Class: 15 (-1 size, +2 Dex, +4 natural)
Base Attack/Grapple: +6/+17
Attack: Claw +13 melee (1d8+7)
Full Attack: 2 claws +13 melee (1d8+7) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3, smite good 1/day(+8 damage)
Special Qualities: Low-light vision, scent, darkvision 60ft, damage reduction 5/magic, resistance to cold and fire 10, spell resistance 13
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness(1), Run(3), Improved Initiative(F1),  Toughness(F2),Weapon Focus (claw)(F4), Improved Natural Attack(claw)(6), Toughness(F6)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Hellish Gargoyles

The Saint's Fingers are home to to a clan of gargoyles. Using teamwork they defend their homeland from the outcasts that roam this forsaken waste. While hostile, they are not adverse to merely collecting tolls from passing travelers.

Just as well that you guys didn't try and fight. The odds were shit-poor and you were facing a lot of them. The King was more powerful than the standard gargoyle, though I won't be posting his stats.


Gargoyle 4//Half Fiend 4

Size/Type: Medium Outsider (Earth)
Hit Dice: 4d8+20+4 (45 hp)
Initiative: +4
Speed: 40 ft,  fly 60 ft (average)
Armor Class: 19 (+4 Dex, +5 natural)
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 melee (1d4+4) and bite +6 melee (1d6+2) and gore +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good(1/day, +4 damage), spell-like abilities.
Special Qualities: Damage reduction 10/magic, darkvision 60 ft, freeze, immunity to poison, resistance to acid, cold, fire and electricity 10, spell resistance 14.
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 19, Dex 18, Con 20, Int 10, Wis 11, Cha 9
Skills: Hide +7*, Listen +4, Spot +4
Feats: Multiattack(1), Toughness(3)

Spell like abilities: 3/day: darkness. 1/day: desecrate. Caster level 4th.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?